Affected The Manor

SynthesisVR is now in use in over 100 locations worldwide and our VR and online services are used by thousands of people on a daily basis. Few of those locations are actually running under our own VR Territory arcade chain (recently featured in a Hell’s Kitchen episode). As arcade owners, we also pays our fair portion to the “out-of-home” VR ecosystem and that includes licensing fee for all the games we offer to our customers. At the same time, it is obvious that what is “fair” in specific regions comes as being too expensive in other regions and, when you have to pay 30 to 50% of your revenue just for content licenses, you might make certain shady business practices. We know all you want is to show the world how awesome is VR and to do that, you should not live in fear and suffer in your marketing efforts. We realized that long time ago and we took actions by allowing the VR studios to offer fair, country specific, license rates. Today, we are thrilled to announce Fallen Planet Studios has taken further action in bringing Affected The Manor to everyone! We are happy to announce we extended our partnership with Fallen Planet Studios, which resulted in decreased base rate of 8 cents per minute. Even further – AFFECTED: The Manor has joined Synthesis VR’s fair rate initiative. This is a great breakthrough as there has been popular demand from our partners in South America, Asia and Africa for Affected The Manor at an affordable pricing.   AFFECTED has been commended as one of the best Virtual Reality experiences to date and thus far has over 200 million YouTube hits and countless features worldwide. The most popular horror experience in VR is now available at an even greater pricing.   For more information check out our Affected The Manor Page on our market place. For information on all the experiences available on Synthesis VR please CLICK HERE

On Focus: Overkill VR – a talk with Marc Perez

    We are pleased to present you Marc Perez, Director of Production at Game Troopers – the studio behind the hit game “Overkill VR”. The game has a Bronze medal in the Steam’s “Best of 2017 Virtual Reality Games”. Today, we are taking a dive into his vision on VR, the LBVR sector in particular and how it will evolve in 2019. Marc is also sharing some news on the commercial license options for Overkill. Tyler: Hi Marc, thank you for taking the time for this interview. I believe it is safe to say Game Troopers is one of the pioneer studios focused on VR games. Could you share how you got the idea, when and how it all started for you? Marc: Thank you so much Tyler, I’m really glad to share my personal and professional insight of the VR industry for all the Synthesis blog readers. Hopefully, they learn from some experiences and may realize what VR represents for a company like us. It all started from the idea of our CEO, Jesús Bosch, in 2016, he is a visionary in the videogame industry and always likes to be the first if an opportunity appears, we had the title Overkill 3 published in the Microsoft Store and seen it can become a hardcore game for VR users, where there was a clear lack of hardcore shooter games.   T: Are you a gamer and what games has inspired you to create Overkill? – For sure I am! I have been playing video games since I was 3 years old, I started to play Sonic in the MegaDrive with my mother (she was really good playing it!) and since then I couldn’t stop. I have grown with The Legend of Zelda, Prince of Persia, Rayman, Kingdom Hearts and many more. Regarding what games inspired us to create Overkill VR. I would say Time Crisis has been the main influence, because we wanted that 90’s arcade feeling, so you can hide behind the walls and shoot the enemies without the necessity of a pedal to cover, we felt that VR will fit really well to this kind of cover-based shooter.   T: What was the feeling when Overkill got released back in 2016 and, then, when the game made it out of Steam’s early access? – It was really exciting when we first release Overkill VR in early access, although there was still a long way before the game was complete. Thanks to the community we could see what people like, what is needed, and consequential update and finally deliver a really good title, where external people can always add something. Once we released it, we were really happy we got positive feedback from media and the people were excited to play our game.   T: Your company always been very supportive to the LBVR industry. What are your insights on how it evolved over the past few years? – We have realized that many LBVR companies have appeared in the past few years, I believe this trend will continue for the next years and will increase according to the VR improvements, there is a long way to go yet. It all started with basic features, send Steam keys and receive the payments, now, there have been a lot of changes, we have a lot of insights about the sessions and performing of our title which let us improve the current version of the game or even create a new dedicated version for arcade owners.   T: Overkill is indeed one of our all time favourite games. It made it to our list of “Recommended Games”. What are the game’s strengths ? – Overkill VR has many strengths but if I have to choose one, it would be the amazing weapon upgrade system and the generator level. You have so many options to customize your weapon and upgrade it to make it more dangerous, this makes it very unique and everyone can customize his/her gun to best fit him/her ending up with something unique and very deadly. On the other hand we have the generator level, which adds a lot of replayability because it’s an infinite level where enemies won’t stop appearing and your accuracy and skills are proved, getting the best score and trying to beat it is one of my favourite parts of Overkill VR, if not the main one. There are more strengths like more than 20 levels to play and enjoy. In those levels there are machine gun levels where you can aim and shoot with a static machine gun with the feeling that you have the capability for massive destruction, which makes them really fun to play. You also have support items, like grenades, rocket launcher, air support and more which adds different gameplay for other users who likes explosions and see their foes flying away.   T: What are the game’s downsides? As a home user, I love all the missions, the various weapons and game options, but how would that fit for the arcade customers? – As an indie studio and being into VR since the beginning, we couldn’t take the risk and come up with an arcade exclusive game. We had to make our path to players hearts and Overkill VR is the result – power-ups, multiple kills, wombo-combos, headshots and more. Our initial focus indeed had some impact on our LBVR adoption, but I believe we found the right formula. Thanks to the progress tracking functionality available in your platform, the arcade customers are able to play Overkill through all the missions and have all the fun the game have to offer. This is what converts the first time customers to regular ones and it is really awesome how easy you made it for everyone. Your voice chat adds to this, as playing Overkill in a group and in a location running SynthesisVR adds the competitive element that we have been asked for by many arcade owners.   T: What can